A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »pelican pickup

Author Topic: pelican pickup (15 messages, Page 1 of 1)
Moderators: Dennis

GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Apr 25, 2010 05:50 AM    Msg. 1 of 15       
Is there any way to make a pelican pickup vehicles anywhere on the map? I belive that a normal pelican pickup works whit a trigger volume. If the vehicle is in that volume and the pelican is close to it you can load it in. What I tought up is make that trigger voule part of the pelican but i think it's imposeble to have a moving tricker volume. How about a scrip that listens to the distence ofthe vehicle to a centrain point of the pelican. This way you could pickup any vehicle that isn't to far away.

Is this posseble or is there any other way to do this?


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Apr 25, 2010 06:02 AM    Msg. 2 of 15       
you can make it pick up anywhere by making a trigger volume that covers your hole map


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Apr 25, 2010 06:55 AM    Msg. 3 of 15       
I tought that would mean that if the pelican is like 500 meter away it still picks up. Does the script have something to make the pelican only pickup nearby? Please someone show me some script about this.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Apr 25, 2010 06:57 AM    Msg. 4 of 15       
oh i forgot you dont want it to pick up far away.... hmmm ill look into it


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Apr 25, 2010 06:58 AM    Msg. 5 of 15       
wow speed reply ^^ thanks


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 25, 2010 10:12 AM    Msg. 6 of 15       
You could simulate a portable trigger volume, by having two invisible bipeds facing each other who are both attached to the pelican. If both the bipeds can see the object you wish to pick up, then it's probably between them, and thus, pickupable.


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Apr 25, 2010 10:15 AM    Msg. 7 of 15       
Wow that sounds like to weird to work. you must be able to walk trough the bipeds and they may not crash the game.


shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Apr 25, 2010 12:13 PM    Msg. 8 of 15       
Quote: --- Original message by: Gamma927
You could simulate a portable trigger volume, by having two invisible bipeds facing each other who are both attached to the pelican. If both the bipeds can see the object you wish to pick up, then it's probably between them, and thus, pickupable.


Can you show us a script using that concept? I've never tried it before but where would I get invisible bipeds?


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Apr 25, 2010 12:36 PM    Msg. 9 of 15       
maybe set the biped textures to be inviseble? Could you also make th biped non colide?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 25, 2010 01:02 PM    Msg. 10 of 15       
When you attach an object to another, there is no collision for the attached object, hence why if you were to load a warthog into the cargo seat of a pelican, it'll clip through the ground if the pelican were positioned as such.


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Apr 25, 2010 01:10 PM    Msg. 11 of 15       
aahh I get it. An other question between:

In the normal campaingn maps you see the warthog that's on the pelican is loaded nice and moves just like the pelican. However in coldsnap for excample the warthog doesn't move smooth at all. Is this becaus they use a movie in the campaign or because in coldsnap the pelican goes too fast? What to do to make the warthog move smoot when loaded?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 25, 2010 01:12 PM    Msg. 12 of 15       
As far as I know, coldsnap has a script which continuously attaches and detaches the warthog in order to sync its position. If you were to just attach the warthog to the pelican, its position would not sync for clients.


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Apr 25, 2010 01:17 PM    Msg. 13 of 15       
So in order to make it move better this script shoot refresh faster but still not to fast to lag anything? Is that even posible?


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Apr 25, 2010 06:36 PM    Msg. 14 of 15       
Quote: --- Original message by: Gamma927
When you attach an object to another, there is no collision for the attached object, hence why if you were to load a warthog into the cargo seat of a pelican, it'll clip through the ground if the pelican were positioned as such.


It's been a while since I last did a tl;dr post. Here goes.

Although it would clip through BSP, all other objects, including projectiles and players, can still collide with the attached objects.

I had completed scripts that were almost implemented in RPG_Beta6.2 for this exact feature, except one of the scripts needed for it just plain didn't seem to run for some unknown reason, so it was scrapped unfortunately. It sounds like it was an error in the script, I know, but I checked that script many times and I swear I couldn't find anything wrong with it.

Point is, I was able to get as far as implementing a system for checking the vehicles underneath the peli for any available ones and storing which one was available, which meant we implemented the biped attachment just fine.

Through testing the attached bipeds, yes, you have to do something about their collision, or else they could get shot at and collide with players trying to walk into peli.

I found that even getting rid of their collision model references wasn't enough. Although projectiles would pass through them and they would not be able to take damage, they would still collide with player bipeds when attached. But, checking 'passes through other bipeds' did the trick.

In addition, once attached, the only players that could get inside the peli were the ones on the same team as the bipeds. Apparently there's no difference between loading them in a seat and attaching them.

Had it not been for time, we would have made an invisible scenery to attach to the peli with 2 markers on it to attach the bipeds to the scenery rather than the peli, but that didn't happen either. My temporary fix was just to set the bipeds to the 'default' team so at least Red team could hop in.

Quote: --- Original message by: Niels
So in order to make it move better this script shoot refresh faster but still not to fast to lag anything? Is that even posible?


The laggy vehicle issue can't be helped. The reason is, like Gamma said, the script detaches the vehicles once re-attached so that the netcode recognizes them as separate objects and still sends their position to clients.

However, when a vehicle isn't occupied, the server only refreshes its position at certain intervals. Normally, this is all that's needed since forces that could throw around unoccupied vehicles are usually synced. For example, a grenade explosion should sync, so on client and server the vehicle should get tossed very similarly so the server shouldn't have to update its position as much or at all.

But in the case of the peli pulling along a vehicle, there isn't even any force. To the clients, the vehicle is just changing position for no reason, so the server has to constantly update the position of the vehicle. Due to the fact that it only updates the position at set intervals, what you see as a client is a vehicle lagging to keep up with the peli.

The only 'fix' to this is to somehow decrease that interval, but that's probably hard-coded.


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Apr 26, 2010 02:35 AM    Msg. 15 of 15       
So the biped thing is not gona work the way we need it? Why does it have to be a whole biped, can't we just attach some kind of tricker to the pelican? Somethingelse between, is it poseble to load a warthog whit still someone in it? A bit weird but just to see what happens.

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 2:10 AM 109 ms.
A Halo Maps Website